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![[image loading]](http://imgur.com/ZFQno.jpg)
Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?
Introducing: The multiple shift-click attack super-combo move!
How it is done: It's simple! Just take your unit and shift click the SCV repeatedly, so that when the SCV moves while constructing the structure, your melee unit will follow it instead of stopping!
Why it is important: For bunker rush situations, you don't have to stop and tell your Drone/Zergling to keep attacking the SCV when he moves around the bunker, just spam a few shift-clicks on him and they'll keep chasing it!
You'll know if you did it right if the game draws a red attack line from your unit to the SCV, so you can leave your unit alone and go back to your micro and macro!
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Great, another way to annoy the hell out of all terran players. Hands off my bunker rushing SCV!
edit: lol I just tried this in a TvT and felt spectacular thx for the trick
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Why did I not think of this
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Derp, I only right click once Thanks for this tip!
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This is amazing. Never thought about it. Will try it as soon as I get home (@ Uni atm <_<)
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Neat trick, will most certainly be using this from now on!
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Learn something new every day...
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Well this sucks! 
Guess I'll be real sure to kill the attacking probe in the future
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I thought everybody did this already.
Well, in this case, thanks for making our wall-building a living hell!
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On March 30 2011 05:27 Vehemus wrote: I thought everybody did this already.
Well, in this case, thanks for making our wall-building a living hell!
You're welcome :D :D :D
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Yep been doing this for months. It's awesome
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Wow thanks, I just manually microed my probe to keep chasing but this makes alot of sense!
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Oh my god this is awesome!
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Herp di derp, seems so fucking obvious. Reminds me of a quote : " Magic Thighs - 'How did we not think of that Groomfondle?' Groomfondle - 'I think our brains are too well trained Magic Thighs'" -Douglas Adams, Life, The Universe, and Everything
Thanks!
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Yeah thought everyone knew about that. The worker really shouldn't lose its target anyways though.
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Ive been doing this a lot great thread tho
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On March 30 2011 05:42 Healedyou wrote: Yeah thought everyone knew about that. The worker really shouldn't lose its target anyways though.
If you attack move near the building to catch the SCV, or if you attack command the SCV, and it moves through the building the attack command gets broken by the AI. That's why this technique is useful because you don't have to constantly watch your harass probe while you drop your gate/forge/whatever.
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The SCV union hates you. You are now right below mutalisks and blueflame hellions as most hated.
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Haha this is awesome! My Terran buddies are gonna hate me even more now :D Thanx Omni17
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I love these random tips topics that spring up on TL. I usually get more use out of these posts than most strategy posts.
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I don't stop harassing until they pull 2-3 workers.
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On March 30 2011 05:48 Zefa wrote: I love these random tips topics that spring up on TL. I usually get more use out of these posts than most strategy posts.
Fo sho...
Somebody should put together a "collection of useful tips" thread and get it stickied...
I may follow this up with said post if I can find a good way to organize it...
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Dude.. so useful! Will use it in this ladder season
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Canada13386 Posts
oooh i love learning little tricks like this seems like a great idea thanks OP :D (Omni17)
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I have like 2.5k games played and didn't knew this. It always annoyed me when playing against bunker rushes. Thanks for the "trick"
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On March 30 2011 06:19 Jermstuddog wrote:Show nested quote +On March 30 2011 05:48 Zefa wrote: I love these random tips topics that spring up on TL. I usually get more use out of these posts than most strategy posts. Fo sho... Somebody should put together a "collection of useful tips" thread and get it stickied... I may follow this up with said post if I can find a good way to organize it...
That would be so cool :O
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YES Probe harass just got a tiny bit better.
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Now I can be annoying with my drones with less effort :D
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This is great! Thanks for the tip.
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I'll be the downer of the thread.... screw you all who do this! No, seriously (I am allowed an opinion). It hurts as it is to pull 1-2 SCV to defend, even then losing my building SCV. I don't understand the balance-related thought that went into this. "Protoss and Zerg buildings can build fine, but let's make it possible for Terran's buildings to stop constructing halfway through!"
Why can't we target the little floating ovarie inside Zerg buildings, or somehow interfere with the warping transportation sequence of a protoss building?
sadface
EDIT: And don't tell me "Oh yea? Well protoss buildings need a pylon! And Zerg needs creep!" Because you're right and I won't listen to you I'll just turn my music up louder because I'm only writing all of this because I needed to rant, and killing my constructing SCV delays my whole build 5-10 seconds and thus is potentially game changing. So there. Screw you. Okay bye 
NINJA DOUBLE EDIT: And whatever you do, don't pull more than one worker to harass early on against constructing SCV, because Terran is only 45hp away from a completely delated build order when you kill that first SCV! That would be too imbalanced so you should probably stick to a macro game and I promise you (not speaking for other Terrans) not to bunker rush you. Deal? Okay. Have a [not] nice day.
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shit thanks this will help against those pesky bunker rushes!
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One more tip from cheesing a medium computer 300 times.
If the SCV moves to the other side, you run the chance of your drone doing the counterstrike run-in-place, so you should still watch it.
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This is why SC is such a great game... New tricks every week :D Thanks for that, even if I prolly won't be using it too mich since I'm toss
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I did not think of this. Thanks.
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My probe harass is about to get dangerous. Thanks!
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On March 30 2011 07:09 iNbluE wrote:This is why SC is such a great game... New tricks every week :D Thanks for that, even if I prolly won't be using it too mich since I'm toss 
Wait....You don't 9 scout as toss to hurt terran econ? Terran LOSES 2 workers for ~40 + seconds if you are good with harassing. esp with shields you can damage and maybe kill 2 scvs
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On March 30 2011 07:18 Amui wrote:Show nested quote +On March 30 2011 07:09 iNbluE wrote:This is why SC is such a great game... New tricks every week :D Thanks for that, even if I prolly won't be using it too mich since I'm toss  Wait....You don't 9 scout as toss to hurt terran econ? Terran LOSES 2 workers for ~40 + seconds if you are good with harassing. esp with shields you can damage and maybe kill 2 scvs
Good players will replace the constructing scv and repair the damaged one in their mineral line, so it's actually pretty rare to kill an scv, even if I do 9 scout.
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On March 30 2011 06:45 Pokebunny wrote: PLEASE DO NOT
I want the whole world to know how make Terran miserable!!!!
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Too bad this doesn't work with extractor/drone steal trick as I tried out... I guess when the Drone changes to a building and back it won't follow the queued command....
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LOL this is so awesome.. I think blizz will patch as it does with all the cool tricks :-(
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On March 30 2011 07:51 Rorschach wrote: Too bad this doesn't work with extractor/drone steal trick as I tried out... I guess when the Drone changes to a building and back it won't follow the queued command....
Just use A move near the extractor you don't even need to micro ;-)
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On March 30 2011 08:27 TiBe wrote: LOL this is so awesome.. I think blizz will patch as it does with all the cool tricks :-(
I know right? 
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thanks man!!! super helpful!
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you can actually just a-move your worker near the building scv and he'll attack it :3
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...I love you. I freaking. love you.
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On March 30 2011 08:58 SpaceGhost wrote: you can actually just a-move your worker near the building scv and he'll attack it :3
That requires a lot more micro because you have to pay attention to your worker since it keeps getting interrupted by the AI.
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you can actually just a-move your worker near the building scv and he'll attack it :3
That's not the point. When the SCV switches sides while building, your drone will stop attacking the barracks. If you shift queue, the drone will follow the SCV so you can focus on other tasks, like macroing back at home.
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I'm rather surprised this wasn't common knowledge.
Regardless, good to see more Terrans get annoyed now, apparently.
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I hateth you for sharing this info!
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Now Blizzard can reverse the Bunker nerf.
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On March 30 2011 09:17 GinDo wrote: Now Blizzard can reverse the Bunker nerf. YA RLY. Blizzard can also require an scv to build Orbital, and addons, and make scv's build thors again. Just so people can use this trick and harass our poor scv's : (
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On March 30 2011 09:54 World_Ender wrote:Show nested quote +On March 30 2011 09:17 GinDo wrote: Now Blizzard can reverse the Bunker nerf. YA RLY. Blizzard can also require an scv to build Orbital, and addons, and make scv's build thors again. Just so people can use this trick and harass our poor scv's : ( We can never leave your SCV's alone!!!
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great find, makes fending off bunker rushes all that easier
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Nice find! Poor Terran
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On March 30 2011 13:43 EonShiKeno wrote:Nice find! Poor Terran 
Just switch SCVs
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Excellent now I don't have to worry about killing the SCV and focus on surrounding the marines
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never wall against toss anyway =D no but seriously nice find even though i'm a terran i can still use it on other terrans lol
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Wonder why Blizzard just does not fix what it seems like a bug, but with this workaround at least we can ignore it! Many thanks, really didn't thought about it.
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As a zerg player, I approve this tactic.
As for the above comment about this being a bug, if I may be so bold I wish to disagree. Bunkers can already be salvaged but to be unable to kill the scv building the free bunker would just be plain silly. Terran exist to be harassed.
That is all.
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I CAN DELAY THE FIRST BARRACKS. OH YEAH!
In all seriousness though, this is very good new discovery, and I shall forever use it against the enemy workers.
Maybe because of this, there will be other shift-click discoveries! Awesome!
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Thank you! I'm starting to get the hang of holding off 2 rax + bunker rushes by saving larva for lings, but this SCV-killing trick will save a ton of headaches
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I can't believe I've never thought of this. Genius, thanks!
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wow this is awesome
Edit: can't believe this wasn't found earlier for defending bunker rushes with drones
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On March 30 2011 17:42 MuffinCookie wrote: I CAN DELAY THE FIRST BARRACKS. OH YEAH!
In all seriousness though, this is very good new discovery, and I shall forever use it against the enemy workers.
Maybe because of this, there will be other shift-click discoveries! Awesome!
well there's already the shift-que blink stalker trick
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Just to clarify this: You have to queue attack commands on the SCV?! Does it also work if you queue up attack commands around the building? The building SCV should still be in range and therefore be prioritized over the building itself.
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On March 30 2011 17:33 Malminos wrote: As a zerg player, I approve this tactic.
As for the above comment about this being a bug, if I may be so bold I wish to disagree. Bunkers can already be salvaged but to be unable to kill the scv building the free bunker would just be plain silly. Terran exist to be harassed.
That is all.
I think Malhavoc meant that the losing of the target, which led to this shift-clicking method, is the bug. As such, I whole-heartedly agree with you both. Blocking walls and harassing SCVs is fun.
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wow thats so simple, but not the kinda thing you would think of.
thanks OP!
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Delightful. I also remember hearing about a Z strat where (this will be rough, as it's from memory) you get a fairly earlyish pool (~10), but at around 8 supply you send out 3-4 of your drones to the terran base with the goal of delaying the building SCVs as long as possible. Essentially you're delaying a 6 pool slightly in favour of getting drones in his face straight away. It might just be time to go and try that strategy out.... >
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I HATE IT
Still, you should always send your SCV to defend the working one before he gets there anyway (or maybe all my opponents did this trick anyway), so it doesn't really have an impact. And my bunker rushes are being dealt with very well recently anyway, so I'm going for hellion openings again.
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O.M.G., that tip is brilliant! I'll be using that one for sure!
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Sooooo annoying. It takes 4 scvs to build a barracks nowdays
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Noooooooooooo =[
This is gonna be SO annoying to deal with! But it's good to know regardless. Good find! Thanks!
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Very nice, one less thing to worry about when my omg-there-is-a-bunker-right-outside-my-base-what-do-i-do-what-do-i-do panic sets in.
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Ah this is going to make probe harassing much easier :D
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On March 30 2011 06:42 RukKus wrote:I'll be the downer of the thread.... screw you all who do this! No, seriously (I am allowed an opinion). It hurts as it is to pull 1-2 SCV to defend, even then losing my building SCV. I don't understand the balance-related thought that went into this. "Protoss and Zerg buildings can build fine, but let's make it possible for Terran's buildings to stop constructing halfway through!" Why can't we target the little floating ovarie inside Zerg buildings, or somehow interfere with the warping transportation sequence of a protoss building?  sadface EDIT: And don't tell me "Oh yea? Well protoss buildings need a pylon! And Zerg needs creep!" Because you're right and I won't listen to you I'll just turn my music up louder because I'm only writing all of this because I needed to rant, and killing my constructing SCV delays my whole build 5-10 seconds and thus is potentially game changing. So there. Screw you. Okay bye  NINJA DOUBLE EDIT: And whatever you do, don't pull more than one worker to harass early on against constructing SCV, because Terran is only 45hp away from a completely delated build order when you kill that first SCV! That would be too imbalanced so you should probably stick to a macro game and I promise you (not speaking for other Terrans) not to bunker rush you. Deal? Okay. Have a [not] nice day.
I'm sorry but it's not that difficult to deal with. If you lose an SCV to a scouting worker you've messed up. If your SCV stays in an exposed spot for a while realize that you're going to have to stop construction and pick up with a fresh SCV. Send 2 scv's, one to harass the other scout, one to pick up construction, send the injured worker back to the line. You lose a small amount of mining time but it's better than losing a worker. The real key is to be thinking about 10 seconds ahead, you have to make a judgement call answer to the question "will he kill or be in position to kill my building scv in 10 seconds" if the answer is yes, send 2 workers right away, if no, then you can probably get away with sending just one.
I've killed both scouts who were harassing my building SCVs in a 2s match without losing a single SCV (made me feel pro, too bad we badly lost that game).
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Hahaha nice!!!
thank u so much! No more bunker rushed due to not watching.
And the best: Get the early shit back to Terran: pull 2 or 3 workers and attack Barracks constructing SCV!
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This will make probe harassing much easier
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Wow, beautiful. Thanks OP.
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I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug.
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edit: Whoops, nevermind -.-"
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On March 30 2011 22:56 Dommk wrote: edit: Whoops, nevermind -.-"
Ha ... Did you test it?
I am in the process of reporting this bug now. Ha.
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On March 30 2011 23:01 TimeSpiral wrote:Ha ... Did you test it? I am in the process of reporting this bug now. Ha. Yeah -.-
But, still don't see how that is a bad thing, Every race has its pros and cons, sure Terran buildings can be halted mid construction via killing the SCV, but they can also fly and be repaired
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On March 30 2011 23:19 Dommk wrote:Show nested quote +On March 30 2011 23:01 TimeSpiral wrote:On March 30 2011 22:56 Dommk wrote: edit: Whoops, nevermind -.-" Ha ... Did you test it? I am in the process of reporting this bug now. Ha. Yeah -.- But, still don't see how that is a bad thing, Every race has its pros and cons, sure Terran buildings can be halted mid construction via killing the SCV, but they can also fly and be repaired
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.
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I can just picture the great big rage face every single Terran player is making.
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On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug.
You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...
It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.
Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it. 
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On March 30 2011 23:23 Scrubington wrote:Show nested quote +On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it. 
Read the thread, "brah."
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On March 30 2011 23:37 TimeSpiral wrote:Show nested quote +On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah."
I've read the entire thread, what are you getting at?
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Thanks for the tip!
Nice signature, lol
//tx
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On March 30 2011 23:47 Scrubington wrote:Show nested quote +On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at?
Read again, maybe?
On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.
Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot 
See, bunkers in proxy locations are not the only buildings that a Terran needs to construct 
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On March 30 2011 23:21 TimeSpiral wrote:Show nested quote +On March 30 2011 23:19 Dommk wrote:On March 30 2011 23:01 TimeSpiral wrote:On March 30 2011 22:56 Dommk wrote: edit: Whoops, nevermind -.-" Ha ... Did you test it? I am in the process of reporting this bug now. Ha. Yeah -.- But, still don't see how that is a bad thing, Every race has its pros and cons, sure Terran buildings can be halted mid construction via killing the SCV, but they can also fly and be repaired I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. I don't understand the need to get rid of it. This will only effect early game, Probe harass is easily handled with a second SCV, and this might help Zerg with Bunker Rushes (read:Double bunker at ramp)
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On March 30 2011 23:53 TimeSpiral wrote:Show nested quote +On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? Show nested quote +On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct 
You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.
EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.
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I just shift A-click the worker constructing the bunker or building... Thought this was common knoweledge already
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On March 31 2011 00:01 GreEny K wrote: I just shift A-click the worker constructing the bunker or building... Thought this was common knoweledge already
The average person A-moves when they're close to the SCV. This of course is less than ideal since the AI idles your attacking worker once the SCV moves do the opposite side of the barracks or a second SCV attacks your attacking worker.
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On March 30 2011 23:37 TimeSpiral wrote:Show nested quote +On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah."
So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.
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On March 31 2011 00:04 Scrubington wrote:Show nested quote +On March 31 2011 00:01 GreEny K wrote: I just shift A-click the worker constructing the bunker or building... Thought this was common knoweledge already The average person A-moves when they're close to the SCV. This of course is less than ideal since the AI idles your attacking worker once the SCV moves do the opposite side of the barracks or a second SCV attacks your attacking worker.
That may be, but I'm talking about shift Attack and then click on the worker. It works, and it doesn't stop attacking until it kills the SCV.
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On March 31 2011 00:06 GreEny K wrote:Show nested quote +On March 31 2011 00:04 Scrubington wrote:On March 31 2011 00:01 GreEny K wrote: I just shift A-click the worker constructing the bunker or building... Thought this was common knoweledge already The average person A-moves when they're close to the SCV. This of course is less than ideal since the AI idles your attacking worker once the SCV moves do the opposite side of the barracks or a second SCV attacks your attacking worker. That may be, but I'm talking about shift Attack and then click on the worker. It works, and it doesn't stop attacking until it kills the SCV.
My point was that the average person would overlook the fact that shift queuing would be advantageous in this situation. Personally, I didn't think of this and I believe it's a very useful tip to store away in the back of your mind.
Thanks again for this OP, it's going to help a lot of people without a doubt.
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I never have problem with targeting scvs before, maybe because I ususally a-click on the ground near the rax, bunker that the scv is building, so it always targets the unit near there, which is the scv. Nevertheless, this seems like a cool trick.
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On March 30 2011 23:22 Scrubington wrote: I can just picture the great big rage face every single Terran player is making. I hope they don't get rid of this as a 'bug'
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On March 31 2011 00:11 canikizu wrote: I never have problem with targeting scvs before, maybe because I ususally a-click on the ground near the rax, bunker that the scv is building, so it always targets the unit near there, which is the scv. Nevertheless, this seems like a cool trick.
If you A click near the ground where the building SCV is and the Terran player pulls a secondary SCV and sets that second SCV to attack your attacking worker, your attacking worker will switch targets.
In the case that you REALLY want to kill the building SCV and pull maybe two workers, this trick would be useful since your attacking workers will not switch targets until the building SCV is dead.
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On March 30 2011 23:58 Scrubington wrote:Show nested quote +On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.
I apologize if I offended you.
I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.
Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.
Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.
Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).
That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.
On March 31 2011 00:05 GreEny K wrote:Show nested quote +On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.
Hwat do you mean?
I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.
If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.
I also admit that I am using these colors to screw with you. I apologize 
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On March 31 2011 00:35 TimeSpiral wrote:Show nested quote +On March 30 2011 23:58 Scrubington wrote:On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole. I apologize if I offended you. I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing. Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine. Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station. Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a). That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used. Show nested quote +On March 31 2011 00:05 GreEny K wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits. Hwat do you mean?I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.I also admit that I am using these colors to screw with you. I apologize 
WHAT a guy.
EDIT: Your logic is flawed.
Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha.
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Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.
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On March 31 2011 00:38 Scrubington wrote:Show nested quote +On March 31 2011 00:35 TimeSpiral wrote:On March 30 2011 23:58 Scrubington wrote:On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole. I apologize if I offended you. I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing. Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine. Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station. Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a). That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used. On March 31 2011 00:05 GreEny K wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits. Hwat do you mean?I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.I also admit that I am using these colors to screw with you. I apologize  WHAT a guy.
Too much? lol. Come on, guys. Lighten up.
Seriously though, do you disagree with my reasoning? You did ask for an elaboration.
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On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.
Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.
Again, it's not a debate on if Terran needing to pull additional workers is balanced or not.
We're discussing whether or not this particular game mechanic is intended or a slight bug.
EDIT: The Terran player can use this "trick" himself in order to defend the worker harass in the first place.
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On March 31 2011 00:43 Scrubington wrote:Show nested quote +On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.
The reason I gave above is simply enough to validate why this shouldn't be allowed. Sure, it has it's niche in dealing with Bunker rushes or catching a hidden expansion, but both of those have their weaknesses too.
Bunkers just had 5 seconds added on to its build time, giving you that much more time to deny the construction.
Hidden expansions are generally caught without any units to defend it, so a scouting worker can kill a building SCV very easily. Shift-A clicking is unnecessary.
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On March 31 2011 00:47 Synystyr wrote:Show nested quote +On March 31 2011 00:43 Scrubington wrote:On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.
Shift-A clicking is unnecessary.
Most Tricks are "unnecessary".
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What I would do is shift-move-attack,because typically if the drone stops attacking it's cause SCV moved to the other side.
I find that if you just queue another attack, the drone will do something terribly stupid, like get tuck on the barracks trying to get at the SCV.
What can also happen whether you queue attack or queue move then attack, is another SCV getting in your drones way and getting owned, cause the drone has no clue how the hell to get around the SCV...
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On March 31 2011 00:38 Scrubington wrote:Show nested quote +On March 31 2011 00:35 TimeSpiral wrote:On March 30 2011 23:58 Scrubington wrote:On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole. I apologize if I offended you. I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing. Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine. Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station. Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a). That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used. On March 31 2011 00:05 GreEny K wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits. Hwat do you mean?I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.I also admit that I am using these colors to screw with you. I apologize  WHAT a guy. EDIT: Your logic is flawed. Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha.
Your statement does not address my logic.
On March 31 2011 00:43 Scrubington wrote:Show nested quote +On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.Again, it's not a debate on if Terran needing to pull additional workers is balanced or not. We're discussing whether or not this particular game mechanic is intended or a slight bug.
I've articulated my argument quite well, in my opinion.
The way it works now is such that your attack command is canceled after the SCV wanders. This is purposefully designed to help protect the SCV and give you a chance to respond. Shift clicking the attack command is bugged because you're essentially just issuing the same command multiple times.
Can you name another instance where shift-queuing identical commands is valid?
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On March 31 2011 00:41 TimeSpiral wrote:Show nested quote +On March 31 2011 00:38 Scrubington wrote:On March 31 2011 00:35 TimeSpiral wrote:On March 30 2011 23:58 Scrubington wrote:On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole. I apologize if I offended you. I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing. Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine. Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station. Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a). That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used. On March 31 2011 00:05 GreEny K wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits. Hwat do you mean?I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.I also admit that I am using these colors to screw with you. I apologize  WHAT a guy. Too much? lol. Come on, guys. Lighten up. Seriously though, do you disagree with my reasoning? You did ask for an elaboration.
What do you mean "Too much"? You're the one trying to run to blizzard with the smallest of "bugs" that don't favor Terran. The color text is a cute touch, if you're 10
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On March 31 2011 00:49 TimeSpiral wrote:Show nested quote +On March 31 2011 00:38 Scrubington wrote:On March 31 2011 00:35 TimeSpiral wrote:On March 30 2011 23:58 Scrubington wrote:On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole. I apologize if I offended you. I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing. Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine. Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station. Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a). That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used. On March 31 2011 00:05 GreEny K wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits. Hwat do you mean?I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.I also admit that I am using these colors to screw with you. I apologize  WHAT a guy. EDIT: Your logic is flawed. Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha. Your statement does not address my logic. Show nested quote +On March 31 2011 00:43 Scrubington wrote:On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.Again, it's not a debate on if Terran needing to pull additional workers is balanced or not. We're discussing whether or not this particular game mechanic is intended or a slight bug. Can you name another instance where shift-queuing identical commands is valid?
Let me just say that I fully understand what your point is. Although there isn't another instance in which queuing up perfectly identical commands (eg. attack X unit 10 times) is viable the feature is still in the game.
You can set a unit to "Move" in spot 50 times via shit-queue technique if you want, so why shouldn't you be able to set a unit to attack one unit 50 times?
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On March 31 2011 00:49 Scrubington wrote:Show nested quote +On March 31 2011 00:47 Synystyr wrote:On March 31 2011 00:43 Scrubington wrote:On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.
Shift-A clicking is unnecessary. Most Tricks are "unnecessary".
Somehow, I knew you'd single out that one word =\
I wouldn't classify this as a trick as much as I would an abuse of shift commands. I boggles me as to why you can't see this as a bug.
When you issue the attack command directly onto the SCV, the worker you use never loses it's target, it is always in "attack mode". Shift queue commands work after they finish the first command they were issued. In this situation, the command the worker was given was never finished. The queue says to attack this worker until it dies, and then do its next command. This command was never finished and is bugged because the worker can repath to attack the worker, rather than follow the path it was given initially.
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On March 31 2011 00:58 Synystyr wrote:Show nested quote +On March 31 2011 00:49 Scrubington wrote:On March 31 2011 00:47 Synystyr wrote:On March 31 2011 00:43 Scrubington wrote:On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.
Shift-A clicking is unnecessary. Most Tricks are "unnecessary". Somehow, I knew you'd single out that one word =\ I wouldn't classify this as a trick as much as I would an abuse of shift commands. I boggles me as to why you can't see this as a bug. When you issue the attack command directly onto the SCV, the worker you use never loses it's target, it is always in "attack mode". Shift queue commands work after they finish the first command they were issued. In this situation, the command the worker was given was never finished. The queue says to attack this worker until it dies, and then do its next command. This command was never finished and is bugged because the worker can repath to attack the worker, rather than follow the path it was given initially.
Refer to my previous post.
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Oh my god. Thank you. THANK YOU.
This is going to save me so many broken keyboard ragequits.
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On March 31 2011 00:58 Synystyr wrote:Show nested quote +On March 31 2011 00:49 Scrubington wrote:On March 31 2011 00:47 Synystyr wrote:On March 31 2011 00:43 Scrubington wrote:On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.
Shift-A clicking is unnecessary. Most Tricks are "unnecessary". Somehow, I knew you'd single out that one word =\ I wouldn't classify this as a trick as much as I would an abuse of shift commands. I boggles me as to why you can't see this as a bug. When you issue the attack command directly onto the SCV, the worker you use never loses it's target, it is always in "attack mode". Shift queue commands work after they finish the first command they were issued. In this situation, the command the worker was given was never finished. The queue says to attack this worker until it dies, and then do its next command. This command was never finished and is bugged because the worker can repath to attack the worker, rather than follow the path it was given initially.
Excellent point! Our list of evidence is growing.
If you have a battle.net account, jump onto the bug report forum and chime in on the thread I started there to report this to Blizzard.
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On March 31 2011 00:58 Scrubington wrote:Show nested quote +On March 31 2011 00:49 TimeSpiral wrote:On March 31 2011 00:38 Scrubington wrote:On March 31 2011 00:35 TimeSpiral wrote:On March 30 2011 23:58 Scrubington wrote:On March 30 2011 23:53 TimeSpiral wrote:On March 30 2011 23:47 Scrubington wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." I've read the entire thread, what are you getting at? Read again, maybe? On March 30 2011 23:21 TimeSpiral wrote:
I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV. Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot  See, bunkers in proxy locations are not the only buildings that a Terran needs to construct  You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind. EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole. I apologize if I offended you. I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing. Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine. Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station. Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a). That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used. On March 31 2011 00:05 GreEny K wrote:On March 30 2011 23:37 TimeSpiral wrote:On March 30 2011 23:23 Scrubington wrote:On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug. You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds... It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction. Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.  Read the thread, "brah." So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits. Hwat do you mean?I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.I also admit that I am using these colors to screw with you. I apologize  WHAT a guy. EDIT: Your logic is flawed. Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha. Your statement does not address my logic. On March 31 2011 00:43 Scrubington wrote:On March 31 2011 00:40 Synystyr wrote: Here's my input into this little debate...
I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).
This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug. Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.Again, it's not a debate on if Terran needing to pull additional workers is balanced or not. We're discussing whether or not this particular game mechanic is intended or a slight bug. Can you name another instance where shift-queuing identical commands is valid? Let me just say that I fully understand what your point is. Although there isn't another instance in which queuing up perfectly identical commands (eg. attack X unit 10 times) is viable the feature is still in the game. You can set a unit to "Move" in spot 50 times via shit-queue technique if you want, so why shouldn't you be able to set a unit to attack one unit 50 times?
It's a bugged feature. The worker should follow its command until it is complete before moving onto the next, but it doesn't do that in this scenario. Instead, it does an entirely different command by repathing itself and then attacking again.
Shift-clicking to attack a unit over and over again should be executed like this:
Unit attacks worker until unit dies. Following commands of attacking the worker are cancelled due to no target found.
I don't see how repathing to attack the unit works here.
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On March 30 2011 05:11 Omni17 wrote: Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?
This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command.
Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.
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On March 31 2011 01:16 Albrithe wrote:Show nested quote +On March 30 2011 05:11 Omni17 wrote: Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?
This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command. Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP. 
The unit doesn't "forget." The attack command is canceled specifically.
Read the logic like this:
- Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
Now, for the bugged logic
- Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
- The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.
The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.
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On March 31 2011 00:49 TimeSpiral wrote: The way it works now is such that your attack command is canceled after the SCV wanders. This is purposefully designed to help protect the SCV and give you a chance to respond. Shift clicking the attack command is bugged because you're essentially just issuing the same command multiple times. Says who? Says you?
The core of this whole debate rests upon whether or not Blizzard is happy with the current SCV targetting behaviour, and there's simply no way of knowing without asking them. Who knows if it's intentional (or desirable, in Blizzard's eyes) or not.
Melee units attacking a SCV building will go attack something else (or idle, in the case of workers) when the SCV moves. Is this intentional? Perhaps. Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command".
Perhaps a way to test if this is intentional would be to tell a RANGED unit to attack a building SCV and see what happens. If this targetting behaviour were really "to help protect the SCV and give you a chance to respond" we'd expect to see the exact same un-targetting behaviour in something like a marine.
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On March 31 2011 01:40 Hairy wrote:Show nested quote +On March 31 2011 00:49 TimeSpiral wrote: The way it works now is such that your attack command is canceled after the SCV wanders. This is purposefully designed to help protect the SCV and give you a chance to respond. Shift clicking the attack command is bugged because you're essentially just issuing the same command multiple times. Says who? Says you? The core of this whole debate rests upon whether or not Blizzard is happy with the current SCV targetting behaviour, and there's simply no way of knowing without asking them. Who knows if it's intentional (or desirable, in Blizzard's eyes) or not. Melee units attacking a SCV building will go attack something else (or idle, in the case of workers) when the SCV moves. Is this intentional? Perhaps. Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command". Perhaps a way to test if this is intentional would be to tell a RANGED unit to attack a building SCV and see what happens. If this targetting behaviour were really "to help protect the SCV and give you a chance to respond" we'd expect to see the exact same un-targetting behaviour in something like a marine.
I don't think the attacking worker ever untargets the building SCV. It merely can't reach it so it's stuck at its spot until the target comes back into melee range. Idk exactly what the shift-queue command is doing and why it functions in that behavior, but it doesn't make sense with the logic we have and we can classify it as a bug at this time.
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On March 30 2011 05:45 lorkac wrote: The SCV union hates you. You are now right below mutalisks and blueflame hellions as most hated.
He's above DT's??
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On March 31 2011 01:40 Hairy wrote:Show nested quote +On March 31 2011 00:49 TimeSpiral wrote: The way it works now is such that your attack command is canceled after the SCV wanders. This is purposefully designed to help protect the SCV and give you a chance to respond. Shift clicking the attack command is bugged because you're essentially just issuing the same command multiple times. Says who? Says you? The core of this whole debate rests upon whether or not Blizzard is happy with the current SCV targetting behaviour, and there's simply no way of knowing without asking them. Who knows if it's intentional (or desirable, in Blizzard's eyes) or not. Melee units attacking a SCV building will go attack something else (or idle, in the case of workers) when the SCV moves. Is this intentional? Perhaps. Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command". Perhaps a way to test if this is intentional would be to tell a RANGED unit to attack a building SCV and see what happens. If this targetting behaviour were really "to help protect the SCV and give you a chance to respond" we'd expect to see the exact same un-targetting behaviour in something like a marine.
Yes, says me, as I'm stating my argument.
If I'm wrong, then so be it. I have reported to the alleged bug to Blizzard and am awaiting a response.
I like your test, but I think there is a fundamental difference between a ranged unit and a melee unit, and even more so for a worker (which is the main drive of this debate, worker harass).
This issue is almost certainly bugged.
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On March 31 2011 01:36 TimeSpiral wrote:Show nested quote +On March 31 2011 01:16 Albrithe wrote:On March 30 2011 05:11 Omni17 wrote: Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?
This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command. Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.  The unit doesn't "forget." The attack command is canceled specifically. Read the logic like this:- Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
Now, for the bugged logic- Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
- The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.
The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.
Sorry, I don't think I follow. Is this real game code? I don't see how canceling the attack command would cancel all attack commands queued. It may be my understanding of the way the game code works, but let me try an example. I'm scouting the enemy's base on Steppes of War. I do a bunch of shift movement commands so I can go build a pylon in my base. However, in my hastiness I do one command behind his minerals, one off the map slightly, and the next back onto the map so that he travels along behind the mineral patch. My probe will go to the first command, then not be able to actually go to the location of the second command, so he moves onto the third command. Like I said, I very well may be stepping on my own dick here, but I don't see how these are different.
edit: On March 31 2011 01:40 Hairy wrote: Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command". yeah, this is what I assumed.
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On March 31 2011 01:00 tsuxiit wrote: Oh my god. Thank you. THANK YOU.
This is going to save me so many broken keyboard ragequits.
If killing off building SCV's is a problem... That should be the least of your worries.
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what's the big deal?
anyone with >20 apm could micro their worker to continue attacking the scv builder.
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On March 31 2011 02:01 abominable wrote: what's the big deal?
anyone with >20 apm could micro their worker to continue attacking the scv builder.
Because when a worker comes to stop the harass, you won't be able to kill the building SCV because targetting becomes impossible when the SCV is practically inside the building, not to mention that the attacking worker will most likely die to the defending worker in the process.
Doing this is guarenteed damage. The defender either loses his worker or forces at least two SCVs to deal with the harass, which either loses mining time or construction time. All these little things matter in the early game.
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On March 31 2011 01:56 Albrithe wrote:Show nested quote +On March 31 2011 01:36 TimeSpiral wrote:On March 31 2011 01:16 Albrithe wrote:On March 30 2011 05:11 Omni17 wrote: Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?
This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command. Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.  The unit doesn't "forget." The attack command is canceled specifically. Read the logic like this:- Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
Now, for the bugged logic- Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
- The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.
The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled. Sorry, I don't think I follow. Is this real game code? I don't see how canceling the attack command would cancel all attack commands queued. It may be my understanding of the way the game code works, but let me try an example. I'm scouting the enemy's base on Steppes of War. I do a bunch of shift movement commands so I can go build a pylon in my base. However, in my hastiness I do one command behind his minerals, one off the map slightly, and the next back onto the map so that he travels along behind the mineral patch. My probe will go to the first command, then not be able to actually go to the location of the second command, so he moves onto the third command. Like I said, I very well may be stepping on my own dick here, but I don't see how these are different. edit: Show nested quote +On March 31 2011 01:40 Hairy wrote: Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command". yeah, this is what I assumed.
No that is not real game code. That is my representation of the logic.
I think you did step on your own dick, too, lol. In the example you're talking about, Move to Location (X#Y#), if one of the move command locations is invalid it is canceled and the next command is issued.
My argument is that shift attacking a working SCV is essentially queuing identical commands, so if one of those commands is canceled, by virtue of them being identical, all of them should be canceled.
But, as Synystyr is suggesting/adding he is saying the attack command is never canceled but that the SCV wanders out of targetable melee range and therefor the worker cannot satisfy the attack command and simply stops.
I think that cancelling the attack command in these worker harass scenarios is intentional and that shifting the same exact command to get around this is bugged.
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On March 31 2011 01:52 TimeSpiral wrote: Yes, says me, as I'm stating my argument.
If I'm wrong, then so be it. I have reported to the alleged bug to Blizzard and am awaiting a response. That's fine - the issue I have is that you're stating your opinion as fact. You have no evidence to support your claim that blizzard intentionally coded this to help protect SCVs while building. It's plausable, sure, but there's no way to prove that's the case until we hear something from Blizzard. It may well be the case that ALL of the current behaviour is exactly as they intended.
It would be equally valid to assume that units ceasing their attack on a building SCV when it moves is unintended behaviour, and THAT is the bug. Perhaps what should be happening is that when I tell my zergling/drone to attack your SCV it does so until that SCV dies.
I like your test, but I think there is a fundamental difference between a ranged unit and a melee unit, and even more so for a worker Agreed. However, if a marine were to un-target a building SCV then that would be pretty good evidence in your favour.
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Okay, that makes sense. Ouch! (my dick)
so if one of those commands is canceled, by virtue of them being identical, all of them should be canceled.
That's the only thing that I don't think would be necessarily true, depending on the programming, so I guess the ball is in Blizzard's court.
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On March 31 2011 02:07 Synystyr wrote:Show nested quote +On March 31 2011 02:01 abominable wrote: what's the big deal?
anyone with >20 apm could micro their worker to continue attacking the scv builder. Because when a worker comes to stop the harass, you won't be able to kill the building SCV because targetting becomes impossible when the SCV is practically inside the building, not to mention that the attacking worker will most likely die to the defending worker in the process. Doing this is guarenteed damage. The defender either loses his worker or forces at least two SCVs to deal with the harass, which either loses mining time or construction time. All these little things matter in the early game.
1) It doesn't matter that much if you need to pull 2 workers, minerals lost during this time are minimal at best. If the opponent were good he'ld force you to do this anyway as anything that the shift method does can be done by babysitting the harrassing worker. There's nothing better to spend APM on at this time anyway so don't pretend that this labor saving trick will really impact anything.
2) It doesn't necessarily force 2 SCVs. As a SCV moves around the building there are times when its invulnerable. Even with the harassing worker gets the first hit off it wont always be able to attack which gives your own attacking SCV some "free" hits as the harassing worker worries about trying to get around to the new location.
I'm a terran and I don't really see the big deal with this.
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On March 31 2011 02:13 Hairy wrote:Show nested quote +On March 31 2011 01:52 TimeSpiral wrote: Yes, says me, as I'm stating my argument.
If I'm wrong, then so be it. I have reported to the alleged bug to Blizzard and am awaiting a response. That's fine - the issue I have is that you're stating your opinion as fact. You have no evidence to support your claim that blizzard intentionally coded this to help protect SCVs while building. It's plausable, sure, but there's no way to prove that's the case until we hear something from Blizzard. It may well be the case that ALL of the current behaviour is exactly as they intended. It would be equally valid to assume that units ceasing their attack on a building SCV when it moves is unintended behaviour, and THAT is the bug. Perhaps what should be happening is that when I tell my zergling/drone to attack your SCV it does so until that SCV dies. Show nested quote +I like your test, but I think there is a fundamental difference between a ranged unit and a melee unit, and even more so for a worker Agreed. However, if a marine were to un-target a building SCV then that would be pretty good evidence in your favour.
When stating a hypothesis you do not say, "this is what I think." You say what you are testing/arguing for.
I see this all the time, the "you're stating your opinion as fact," nonsense. People jump on this argument any time anyone says anything with a little conviction or confidence. Why would you have an issue with me clearly stating what I'm arguing? That is silly. Are you actually saying you'd prefer I preface the argument with; "Well, in my opinion ..."
Lol.
As for the second half, I agree with you. It is equally valid to argue for the inverse. That is one of defining characteristics of an argument.
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Hahahaha.... That's so easy/obvious and yet I have never thought of that. Thanks. xD
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Double True! Unfortunately, most people aren't trained in the art of debate.
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Nice find, just killed my first rax building scv without even looking at it :>
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On March 31 2011 01:36 TimeSpiral wrote:Show nested quote +On March 31 2011 01:16 Albrithe wrote:On March 30 2011 05:11 Omni17 wrote: Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?
This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command. Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.  The unit doesn't "forget." The attack command is canceled specifically. Read the logic like this:- Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
Now, for the bugged logic- Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- SHIFT + Attack SCV (ID:1)
- IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
- The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.
The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.
Exactly. It seems this is a bug blizzard should fix, and it seems specific to SCVs building, so hopefully it will be fixed soon.
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On March 31 2011 05:42 dAko wrote: Nice find, just killed my first rax building scv without even looking at it :> I know its so convenient :O
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On March 30 2011 22:52 TimeSpiral wrote: I will be reporting this as a bug! ============================
The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."
Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.
Terran fellows - on to battle.net, now, and report this as a bug.
NOOOOOPE.
working as intended.
Shift allows you to queue commands. What Queueing commands does is that once 1 command is completed/canceled and the task is no longer being executed, it will begin the next task in the queue.
How does this work? SCV goes into building, and after several seconds of not being able to reach the SCV the worker's attack command gets canceled. New command takes its place to... attack the SCV. The worker now tries to get as close to the SCV as possible and attacks it if it's in range, if it's out of range for a few seconds this attack command is canceled, and the worker moves on to the next queued command.
nice try though.
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Very nice, I didn't think this would work, I thought the units would just 'forget' the rest of your shift-commands since they are all the exact same thing.
I will definitely be using this to fight off bunker rushes!
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Copy of my response to TimeSpiral's whine thread in the battle.net bug forum:
This is not a bug. TimeSpiral is terran biased.
The main reason that the SCV wanders around the building isn't so that it becomes protected from melee attacks. It is so that the SCV is equally vulnerable on average from each direction. If the SCV would always build from only 1 direction it would create problems with positions on the map, because some positions would be more advantageous than others. On the other hand, if you were able to select the side from which the SCV builds the building, it would become extremely abusive as bunkers that are being built up against a wall wouldn't be stoppable.
As for your assumption that the attacking unit drops the attack command when the SCV travels through the building... You're wrong. There's no special "SCV protection" implemented. The way attack command works is that if the target remains inaccessible (read SCV is inside the building,) for a certain relatively small amount of time (a few seconds,) the attack command gets canceled.
What shift-right-clicking an SCV does is that after the SCV becomes inaccessible by melee attacks for those few seconds the attack command gets canceled, and then the next task in the queue begins, which happens to be to try to attack the SCV again, if the SCV is still inaccessible for that fixed number of seconds, then this command also gets canceled, and the queue moves on to the next task, and so on, and so forth.
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You don't actually have to say that he's a whiner. That's just an insult, and is very immature.
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Well what do you call someone who logs onto TL looks at a topic and says: "Oh no! they found a trick that works only solely against my race. Lets find a way to describe it such as to make it appear as if it was illegitimate bug-abuse."
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I <3 you.
thanks for this awsome tip.
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This is a cool trick. My terran friends already hate me for proxying them in the corners of their bases, now i can make them hate me more :D.
To TimeSpiral: This is not a bug, amigo. SCVs aren't immune to damage while they're "inside" a building that they're constructing. Ranged units can and will just keep shooting. Attack commands get cancelled for melee units when the SCV ghosts through the building, becoming unreachable. This is just queuing attack commands. How would you propose blizzard "fix" this?
edit: now that I've read through more of this thread, i'll add to my point: When you tell the unit to attack the scv, it's not telling it to attack the SCV @ location one, it's just telling it to attack the SCV, which gets cancelled when that action is no longer possible, because the Barracks prevents your worker from getting within melee range. When you queue those attacks, it starts your next command as soon as it's possible, which is when the SCV reaches its next point outside the Barracks on the build path. TimeSpiral is making an incorrect assumption regarding the mechanics of the attack command targeting a constructing SCV.
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On March 31 2011 08:10 iChau wrote: You don't actually have to say that he's a whiner. That's just an insult, and is very immature. TL should implement something similar to Facebook's "Like" feature for posts like this, as I have nothing constructive to add but I simply agree. Name calling is not only pointless, but an argumentative fallacy! The rest of your post is solid and I agree with it though.
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On March 31 2011 09:10 Albrithe wrote:Show nested quote +On March 31 2011 08:10 iChau wrote: You don't actually have to say that he's a whiner. That's just an insult, and is very immature. TL should implement something similar to Facebook's "Like" feature for posts like this, as I have nothing constructive to add but I simply agree. Name calling is not only pointless, but an argumentative fallacy! The rest of your post is solid and I agree with it though.
Ok I made it a little more objective
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If it is working as intended, I will be wrong.
Pretty simple :D
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On March 31 2011 09:51 TimeSpiral wrote: If it is working as intended, I will be wrong.
Pretty simple :D
Gl, hf may the best argument win
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haha awesome, thanks :D
I didn't know this, i thought that if you right clicked on the SCV it would keep chasing it
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On March 31 2011 10:47 Omni17 wrote:Show nested quote +On March 31 2011 09:51 TimeSpiral wrote: If it is working as intended, I will be wrong.
Pretty simple :D Gl, hf may the best argument win 
Exactly.
People around here need to lighten up
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oh god it's awesome! thankssss
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I am master league Zerg and I didnt know this. Thank you. This is the reason I come to this website and these forums.
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Thanks dude. One of the best tips I have read. Funny thing is after 2-3k games played, I still do not realise this trick. A must know.
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On March 31 2011 18:18 covetousrat wrote: Thanks dude. One of the best tips I have read. Funny thing is after 2-3k games played, I still do not realise this trick. A must know. I know right??? Get the word out to make Terran miserable! :O
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On March 31 2011 08:12 Kiarip wrote: Well what do you call someone who logs onto TL looks at a topic and says: "Oh no! they found a trick that works only solely against my race. Lets find a way to describe it such as to make it appear as if it was illegitimate bug-abuse." LOL
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On March 30 2011 23:22 Scrubington wrote: I can just picture the great big rage face every single Terran player is making.
It probably looks like this: >:O
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Thank you, that was very helpful for me! Although most of my enemies instantly pull a second scv its really good against aggressive bunkers.
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haha that's brilliant! Thanks!~
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This helped me a lot. =D Thank you!
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On April 04 2011 11:57 MutatedMiracle wrote: This helped me a lot. =D Thank you! No problem, the whole world must learn of this!!!
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OH MY GODDDDD!! Thanks soooo much for this trick it is sooo beautiful!!!
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On March 30 2011 06:45 Pokebunny wrote: PLEASE DO NOT
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omg, this makes my life so much worse as a Terran
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This is great! It is so annoying when my probe/drone stops attacking the scv. I hope this leads to more delicious terran tears.
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This doesn't work for me, my drone just keeps getting stuck in the corner while the SCV is on the other side. Pisses me off :<
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thanks! this works great, I used to mess up my macro so hard sometimes, trying to kill those damn waltzing SCVs
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Feels like everyone does this haha.
Ugh.. how I hate the fact that scv's expose themselves as they build.
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Did not know this, thanks.
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this is awesome. i always wondered why the ai told my drones to stop attacking that rude bunker building scv!
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On April 04 2011 23:04 Noxie wrote: Feels like everyone does this haha.
Ugh.. how I hate the fact that scv's expose themselves as they build.
I was tempted to post an image of an scv exposing himself... but nah.
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So simple, i'd never think about it :-D
Thank you soooooo much!
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Woo this is gonna be awesome. Thanks for this.
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Can't believe I never thought of this. Thanks for the heads up.
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On April 04 2011 15:12 Omni17 wrote:Show nested quote +On April 04 2011 11:57 MutatedMiracle wrote: This helped me a lot. =D Thank you! No problem, the whole world must learn of this!!!
If i were you, i would be scared to death... many T's will want to revenge their fallen scv's 
But thanks for the find!
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This help me get ahead with my barracks in a TvT!
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It simplifies working harassment a lot! As a 9 pylon scouting Protoss player I thank you!!!
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I personally find it humorous how some of the members here are using their own interpretation of the game's mechanics to their argument's advantage. There is no "evidence" that you have compiled. This is just how you think the game's mechanics function.
Nice find, OP. =)
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On April 05 2011 04:21 youj3an wrote: I personally find it humorous how some of the members here are using their own interpretation of the game's mechanics to their argument's advantage. There is no "evidence" that you have compiled. This is just how you think the game's mechanics function.
Nice find, OP. =)
Lol i know right? T.T
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Wow did not know this, awesome to know!
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this is too damn smart :/
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Thanks for the tip this is useful.
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As a terran player I am conflicted, thanks for the tip though!
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i will remember to use this. thank you
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holy crap how did i not know this
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Sigh....
how am i going to wall in now?
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Dear races with HP regenerating workers:
Fuck off.
Kindly yours,
- Terrans.
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this is a great tip. stopping bunker rushes just got much easier ! thank youu
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My scouting probe has been upgraded from a harmless little guy into a vicious SCV killer. Thank you sooo much =D.
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excellent news. not only will my probe claim much hp from scvs, but it will now possibly claim the lives of some scvs!
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Thanks! Much appreciated vs those 1 rax into 2 rax bunker rushes.
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On April 05 2011 13:36 Chronopolis wrote: Thanks! Much appreciated vs those 1 rax into 2 rax bunker rushes. Lol np <3 your quote line btw LOL
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On April 05 2011 12:14 Sadistx wrote: Dear races with HP regenerating workers:
Fuck off.
Kindly yours,
- Terrans.
But SCVs have 45 health :O
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wtf I didn't even realize that they stop attacking when the scv moves around....
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Lol I didn't even realize that units stop when the scv moves haha. Shows what a noob I am Will be using this later thanks!
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niceeeeeeeeeeee.
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I'm gonna use this all the time.
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On March 30 2011 05:13 World_Ender wrote: Great, another way to annoy the hell out of all terran players. Hands off my bunker rushing SCV!
edit: lol I just tried this in a TvT and felt spectacular thx for the trick
SCVs dont harass other SCVs man...
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On April 07 2011 09:31 GhettoSheep wrote:Show nested quote +On March 30 2011 05:13 World_Ender wrote: Great, another way to annoy the hell out of all terran players. Hands off my bunker rushing SCV!
edit: lol I just tried this in a TvT and felt spectacular thx for the trick SCVs dont harass other SCVs man... Unless they are enemy scvs
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Wow this is much better than the attack move method I was using. This only followed the building SCV presuming there no other enemy scv's on attack command or actual battle units (e.g. rines).
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I had no idea you could do this, and i've been playing the game since beta.
/Stealing
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On April 08 2011 09:21 Rampager wrote: I had no idea you could do this, and i've been playing the game since beta.
/Stealing That's the purpose of this thread! Please steal it and spread the word :D
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Cant believe I never thought of this... Thanks a lot
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Nothing makes me rage more than losing an SCV to a probe/drone... Thank you for making my nightmare worse
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Has anyone ever tried harassing the enemy SCV, then plopping down YOUR OWN barracks right in their base, to screw with their wall-in or tech upgrade?
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On April 09 2011 04:40 Jugan wrote:Nothing makes me rage more than losing an SCV to a probe/drone... Thank you for making my nightmare worse 
Your welcome i dont believe in giving terrans an easy time.
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WoW awesome find !
Gonna get listed as "Bug fix" next patch ... i can see that coming lol
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as a terran, I hate you for making this thread
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Thank you this has helped annoy Terrans in the early game by over 20%!
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*drops buttered biscuit* "Let's hope those Dominion boys don't know this trick."
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Game changing.
I'm gonna drone harass every terran all the time now. ALL. THE. TIME.
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On April 09 2011 13:40 Faze. wrote: Game changing.
I'm gonna drone harass every terran all the time now. ALL. THE. TIME. That's the spirit! lol
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On April 09 2011 08:05 VictorX wrote: Thank you this has helped annoy Terrans in the early game by over 20%! Where'd that percentage come from? :O
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This is really really good! awesome
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thx for the tip. but i think its really a bit poorly done that you cant really attack the scv when its building inside the building. you can just watch it and see the bunker going down in your base without being able to stop it...
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On April 12 2011 23:31 Elothis wrote: thx for the tip. but i think its really a bit poorly done that you cant really attack the scv when its building inside the building. you can just watch it and see the bunker going down in your base without being able to stop it...
you think that sucks, pvp has a build order whose entire strat is to chase probes around the map to prevent pylons.
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On April 08 2011 09:21 Rampager wrote: I had no idea you could do this, and i've been playing the game since beta.
/Stealing
dont worry bro, we're on the same boat :D never even heard or thought about this haha. I tried it afwe times, and it's so convenient! Thanks OP!
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I was always annoyed they didn't follow anyway :D Thanks for this
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NICE this should be very useful. :DDD
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This is awesome, I wonder if this was intentional by Blizzard? If not, I'm pretty sure this will be fixed as soon as they find out.
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On April 13 2011 03:53 lundell100 wrote: This is awesome, I wonder if this was intentional by Blizzard? If not, I'm pretty sure this will be fixed as soon as they find out. why?
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Oh dear god I love you op this is great :D
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Wow this is really helpful. Thanks!
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This actually helped me so much as in a game I was getting proxy rax'd and was able to snipe the probe!  Thank you for the help!
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On March 30 2011 05:48 Zefa wrote: I love these random tips topics that spring up on TL. I usually get more use out of these posts than most strategy posts.
I agree with Zefa. Thank you OP for making this post. I've always been sick of the SCV being able to get away simply because I was not able to keep up with it when it moves to the other side of the building... now I know to just shift queue a bunch of times on it ^^
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thanks for sharing this! very helpful.
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Amazing, tyvm, will definitely improve my game a lot as I love early game agression plays and this will definitely delay the opponent a nice bit to help.
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On April 18 2011 10:41 HoMM wrote: Amazing, tyvm, will definitely improve my game a lot as I love early game agression plays and this will definitely delay the opponent a nice bit to help. Yeah you can usually kill the worker if you get on it right away ^^
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OP you are a god among men!! Thanks so much for this, will make my bm drone scout even more effective!
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Thanks for the tip, ill have to give it a go next time a terran tries to set up camp! Looks like ill be using this to harass the SCV making his barracks easier also.
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On April 19 2011 02:11 Cops wrote: OP you are a god among men!! Thanks so much for this, will make my bm drone scout even more effective! He is more like the devil 
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This is fucking sick. Thank you, it's always these little tip threads that end up being more helpful than a full strat vid.
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Hmm. I don't see Blizzard patching this. It seems to be working as intended (Shift queuing multiple attack commands: probe attacks scv, stop because of pathing, next attack command in queue is issued, etc.) Plus this is damn useful for causing Terrans even more pain with my pesky probe >:D
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On April 13 2011 14:16 drgonzhere wrote:This actually helped me so much as in a game I was getting proxy rax'd and was able to snipe the probe!  Thank you for the help!
I've always had trouble killing those pesky probes building barracks in my bases to
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On April 19 2011 07:47 Maenander wrote:Show nested quote +On April 19 2011 02:11 Cops wrote: OP you are a god among men!! Thanks so much for this, will make my bm drone scout even more effective! He is more like the devil  What can I say I try :D
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so obivous and yet so brilliant :D thanks
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I didnt know this, (i dont play zerg) thanks man. I thought it would follow it even though you righr-click it, but i guess i was wrong.
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You can just A-move and the worker will automatically start attacking it.
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Yeah and then there's one other attacking unit and everything is gonna move away from the SCV because building a bunker has the lowest threat priority >_>
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I'm too stupid to click the SCV at all when it is at the top side of the building... guess I'll have to use/learn the hotkey for switching the viewing angle -.-
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Wow, old post but I'll give it a shot. Is it always possible to attack an SCV as he is building? I seem to have a hard time when clicking the actual SCV and not the building when the SCV is behind the barracks/bunker/supply depot
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On January 04 2013 02:31 dproberts55 wrote: Wow, old post but I'll give it a shot. Is it always possible to attack an SCV as he is building? I seem to have a hard time when clicking the actual SCV and not the building when the SCV is behind the barracks/bunker/supply depot
Yeah that's tough. wait until you see a small part of the SCV and then click it.
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It is always possible to select the SCV to attack, but it can be difficult if the SCV is on the far side of the bunker relative to your camera. If you attack move with the drone, it will attack the SCV, then you can do this trick once the SCV is in a location that is easier to click on it.
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Germany25649 Posts
Weird necro, next time use the simple Q/A thread
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